Info

Standard Often lawful evil

15-32 HD (Huge); or by character class +6

The large creature has the lower body of a giant spider with a humanoid torso. Its arms and head are spiderlike. Its six spider legs are long and thin, allowing it to top 10 feet when it rears up. It wields a simple, though wicked-looking spear.

Description

Nerubians are cruel, intelligent spider-people. They lurk in the cold shadows of Northrend, waiting with claws and spells to ambush intruders.

Nerubians, along with their castes and their environs, are detailed more thoroughly in Lands of Mystery. (The statistics for this worker originally appeared in Lands of Mystery, with a slightly different level adjustment. The level adjustment given here is correct.)

Combat

Nerubian workers avoid combat. When pressed into service or when faced with destruction, however, they are disciplined, particularly if a skilled leader is present. Nerubians are proficient with all simple and martial weapons; they can also deliver a poisonous bite, but prefer the distance that wielding weapons offers.

Poison (Ex): Injury (bite), Fortitude DC 16, 1d6 Strength/1d6 Strength. The save DC is Stamina-based.

Web (Ex): Common nerubians can throw a web eight times per day as a standard action. This is similar to an attack with a net, but has a maximum range of 50 feet with a range increment of 10 feet and is effective against targets up to one size category larger than the nerubian. An entangled creature can escape with a successful Escape Artist check, or it may burst the web with a Strength check. In either case, the DC is (10 + 1/2 the nerubian's HD + the nerubian's Sta modifier + 2 racial bonus).

In addition to using webbing as an attack, a nerubian can spin a single strand to ascend or descend at its climb speed. The strand can hold the weight of the nerubian and one creature of Medium or smaller size.

Some nerubians can instead create sheets of webbing; all nerubians can move across nerubian webbing at their climb speed.

Frozen Mind (Ex): Nerubians are immune to mind-affecting and fear effects and to telepathy.

Skills: Nerubians have a +4 racial bonus on Spot checks and on Stealth checks made to hide. A nerubian also has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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